| // Copyright 2012 The Chromium Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #include "components/viz/service/display/direct_renderer.h" |
| |
| #include <stddef.h> |
| |
| #include <utility> |
| #include <vector> |
| |
| #include "base/auto_reset.h" |
| #include "base/containers/circular_deque.h" |
| #include "base/metrics/histogram_macros.h" |
| #include "base/numerics/safe_conversions.h" |
| #include "base/stl_util.h" |
| #include "base/trace_event/trace_event.h" |
| #include "build/build_config.h" |
| #include "cc/base/math_util.h" |
| #include "cc/paint/filter_operations.h" |
| #include "components/viz/common/display/renderer_settings.h" |
| #include "components/viz/common/frame_sinks/copy_output_request.h" |
| #include "components/viz/common/quads/draw_quad.h" |
| #include "components/viz/service/display/bsp_tree.h" |
| #include "components/viz/service/display/bsp_walk_action.h" |
| #include "components/viz/service/display/output_surface.h" |
| #include "ui/gfx/geometry/quad_f.h" |
| #include "ui/gfx/geometry/rect_conversions.h" |
| #include "ui/gfx/transform.h" |
| |
| namespace { |
| |
| static gfx::Transform OrthoProjectionMatrix(float left, |
| float right, |
| float bottom, |
| float top) { |
| // Use the standard formula to map the clipping frustum to the cube from |
| // [-1, -1, -1] to [1, 1, 1]. |
| float delta_x = right - left; |
| float delta_y = top - bottom; |
| gfx::Transform proj; |
| if (!delta_x || !delta_y) |
| return proj; |
| proj.matrix().set(0, 0, 2.0f / delta_x); |
| proj.matrix().set(0, 3, -(right + left) / delta_x); |
| proj.matrix().set(1, 1, 2.0f / delta_y); |
| proj.matrix().set(1, 3, -(top + bottom) / delta_y); |
| |
| // Z component of vertices is always set to zero as we don't use the depth |
| // buffer while drawing. |
| proj.matrix().set(2, 2, 0); |
| |
| return proj; |
| } |
| |
| static gfx::Transform window_matrix(int x, int y, int width, int height) { |
| gfx::Transform canvas; |
| |
| // Map to window position and scale up to pixel coordinates. |
| canvas.Translate3d(x, y, 0); |
| canvas.Scale3d(width, height, 0); |
| |
| // Map from ([-1, -1] to [1, 1]) -> ([0, 0] to [1, 1]) |
| canvas.Translate3d(0.5, 0.5, 0.5); |
| canvas.Scale3d(0.5, 0.5, 0.5); |
| |
| return canvas; |
| } |
| |
| // Switching between enabling DC layers and not is expensive, so only |
| // switch away after a large number of frames not needing DC layers have |
| // been produced. |
| constexpr int kNumberOfFramesBeforeDisablingDCLayers = 60; |
| |
| } // namespace |
| |
| namespace viz { |
| |
| DirectRenderer::DrawingFrame::DrawingFrame() = default; |
| DirectRenderer::DrawingFrame::~DrawingFrame() = default; |
| |
| DirectRenderer::DirectRenderer(const RendererSettings* settings, |
| OutputSurface* output_surface, |
| DisplayResourceProvider* resource_provider) |
| : settings_(settings), |
| output_surface_(output_surface), |
| resource_provider_(resource_provider), |
| overlay_processor_(std::make_unique<OverlayProcessor>(output_surface)) {} |
| |
| DirectRenderer::~DirectRenderer() = default; |
| |
| void DirectRenderer::Initialize() { |
| overlay_processor_->Initialize(); |
| |
| auto* context_provider = output_surface_->context_provider(); |
| |
| use_partial_swap_ = settings_->partial_swap_enabled && CanPartialSwap(); |
| allow_empty_swap_ = use_partial_swap_; |
| if (context_provider) { |
| if (context_provider->ContextCapabilities().commit_overlay_planes) |
| allow_empty_swap_ = true; |
| if (context_provider->ContextCapabilities().dc_layers) |
| supports_dc_layers_ = true; |
| if (context_provider->ContextCapabilities() |
| .disable_non_empty_post_sub_buffers) { |
| use_partial_swap_ = false; |
| } |
| } |
| |
| initialized_ = true; |
| } |
| |
| // static |
| gfx::RectF DirectRenderer::QuadVertexRect() { |
| return gfx::RectF(-0.5f, -0.5f, 1.f, 1.f); |
| } |
| |
| // static |
| void DirectRenderer::QuadRectTransform(gfx::Transform* quad_rect_transform, |
| const gfx::Transform& quad_transform, |
| const gfx::RectF& quad_rect) { |
| *quad_rect_transform = quad_transform; |
| quad_rect_transform->Translate(0.5 * quad_rect.width() + quad_rect.x(), |
| 0.5 * quad_rect.height() + quad_rect.y()); |
| quad_rect_transform->Scale(quad_rect.width(), quad_rect.height()); |
| } |
| |
| void DirectRenderer::InitializeViewport(DrawingFrame* frame, |
| const gfx::Rect& draw_rect, |
| const gfx::Rect& viewport_rect, |
| const gfx::Size& surface_size) { |
| DCHECK_GE(viewport_rect.x(), 0); |
| DCHECK_GE(viewport_rect.y(), 0); |
| DCHECK_LE(viewport_rect.right(), surface_size.width()); |
| DCHECK_LE(viewport_rect.bottom(), surface_size.height()); |
| bool flip_y = FlippedFramebuffer(); |
| if (flip_y) { |
| frame->projection_matrix = OrthoProjectionMatrix( |
| draw_rect.x(), draw_rect.right(), draw_rect.bottom(), draw_rect.y()); |
| } else { |
| frame->projection_matrix = OrthoProjectionMatrix( |
| draw_rect.x(), draw_rect.right(), draw_rect.y(), draw_rect.bottom()); |
| } |
| |
| gfx::Rect window_rect = viewport_rect; |
| if (flip_y) |
| window_rect.set_y(surface_size.height() - viewport_rect.bottom()); |
| frame->window_matrix = |
| window_matrix(window_rect.x(), window_rect.y(), window_rect.width(), |
| window_rect.height()); |
| current_draw_rect_ = draw_rect; |
| current_viewport_rect_ = viewport_rect; |
| current_surface_size_ = surface_size; |
| current_window_space_viewport_ = window_rect; |
| } |
| |
| gfx::Rect DirectRenderer::MoveFromDrawToWindowSpace( |
| const gfx::Rect& draw_rect) const { |
| gfx::Rect window_rect = draw_rect; |
| window_rect -= current_draw_rect_.OffsetFromOrigin(); |
| window_rect += current_viewport_rect_.OffsetFromOrigin(); |
| if (FlippedFramebuffer()) |
| window_rect.set_y(current_surface_size_.height() - window_rect.bottom()); |
| return window_rect; |
| } |
| |
| // static |
| const TileDrawQuad* DirectRenderer::CanPassBeDrawnDirectly( |
| const RenderPass* pass, |
| bool is_using_vulkan, |
| DisplayResourceProvider* const resource_provider) { |
| #if defined(OS_MACOSX) |
| // On Macs, this path can sometimes lead to all black output. |
| // TODO(enne): investigate this and remove this hack. |
| return nullptr; |
| #endif |
| |
| // Can only collapse a single tile quad. |
| if (pass->quad_list.size() != 1) |
| return nullptr; |
| // If we need copy requests, then render pass has to exist. |
| if (!pass->copy_requests.empty()) |
| return nullptr; |
| |
| const DrawQuad* quad = *pass->quad_list.BackToFrontBegin(); |
| // Hack: this could be supported by concatenating transforms, but |
| // in practice if there is one quad, it is at the origin of the render pass |
| // and has the same size as the pass. |
| if (!quad->shared_quad_state->quad_to_target_transform.IsIdentity() || |
| quad->rect != pass->output_rect) |
| return nullptr; |
| // The quad is expected to be the entire layer so that AA edges are correct. |
| if (quad->shared_quad_state->quad_layer_rect != quad->rect) |
| return nullptr; |
| if (quad->material != DrawQuad::TILED_CONTENT) |
| return nullptr; |
| |
| // TODO(chrishtr): support could be added for opacity, but care needs |
| // to be taken to make sure it is correct w.r.t. non-commutative filters etc. |
| if (quad->shared_quad_state->opacity != 1.0f) |
| return nullptr; |
| |
| const TileDrawQuad* tile_quad = TileDrawQuad::MaterialCast(quad); |
| // Hack: this could be supported by passing in a subrectangle to draw |
| // render pass, although in practice if there is only one quad there |
| // will be no border texels on the input. |
| if (tile_quad->tex_coord_rect != gfx::RectF(tile_quad->rect)) |
| return nullptr; |
| // Tile quad features not supported in render pass shaders. |
| if (tile_quad->swizzle_contents || tile_quad->nearest_neighbor) |
| return nullptr; |
| if (!is_using_vulkan) { |
| // BUG=skia:3868, Skia currently doesn't support texture rectangle inputs. |
| // See also the DCHECKs about GL_TEXTURE_2D in DrawRenderPassQuad. |
| GLenum target = |
| resource_provider->GetResourceTextureTarget(tile_quad->resource_id()); |
| if (target != GL_TEXTURE_2D) |
| return nullptr; |
| } |
| |
| return tile_quad; |
| } |
| |
| const TileDrawQuad* DirectRenderer::CanPassBeDrawnDirectly( |
| const RenderPass* pass) { |
| return nullptr; |
| } |
| |
| void DirectRenderer::SetVisible(bool visible) { |
| DCHECK(initialized_); |
| if (visible_ == visible) |
| return; |
| visible_ = visible; |
| DidChangeVisibility(); |
| } |
| |
| void DirectRenderer::DecideRenderPassAllocationsForFrame( |
| const RenderPassList& render_passes_in_draw_order) { |
| render_pass_bypass_quads_.clear(); |
| |
| auto& root_render_pass = render_passes_in_draw_order.back(); |
| |
| base::flat_map<RenderPassId, RenderPassRequirements> render_passes_in_frame; |
| for (const auto& pass : render_passes_in_draw_order) { |
| if (pass != root_render_pass) { |
| if (const TileDrawQuad* tile_quad = CanPassBeDrawnDirectly(pass.get())) { |
| // If the render pass is drawn directly, it will not be drawn from as |
| // a render pass so it's not added to the map. |
| render_pass_bypass_quads_[pass->id] = *tile_quad; |
| continue; |
| } |
| } |
| render_passes_in_frame[pass->id] = { |
| CalculateTextureSizeForRenderPass(pass.get()), pass->generate_mipmap}; |
| } |
| UpdateRenderPassTextures(render_passes_in_draw_order, render_passes_in_frame); |
| } |
| |
| void DirectRenderer::DrawFrame(RenderPassList* render_passes_in_draw_order, |
| float device_scale_factor, |
| const gfx::Size& device_viewport_size) { |
| DCHECK(visible_); |
| TRACE_EVENT0("viz,benchmark", "DirectRenderer::DrawFrame"); |
| UMA_HISTOGRAM_COUNTS_1M( |
| "Renderer4.renderPassCount", |
| base::saturated_cast<int>(render_passes_in_draw_order->size())); |
| |
| RenderPass* root_render_pass = render_passes_in_draw_order->back().get(); |
| DCHECK(root_render_pass); |
| |
| bool overdraw_tracing_enabled; |
| TRACE_EVENT_CATEGORY_GROUP_ENABLED(TRACE_DISABLED_BY_DEFAULT("viz.overdraw"), |
| &overdraw_tracing_enabled); |
| bool overdraw_feedback = |
| settings_->show_overdraw_feedback || overdraw_tracing_enabled; |
| if (overdraw_feedback && !output_surface_->capabilities().supports_stencil) { |
| #if DCHECK_IS_ON() |
| DLOG_IF(WARNING, !overdraw_feedback_support_missing_logged_once_) |
| << "Overdraw feedback enabled on platform without support."; |
| overdraw_feedback_support_missing_logged_once_ = true; |
| #endif |
| overdraw_feedback = false; |
| } |
| base::AutoReset<bool> auto_reset_overdraw_feedback(&overdraw_feedback_, |
| overdraw_feedback); |
| |
| current_frame_valid_ = true; |
| current_frame_ = DrawingFrame(); |
| current_frame()->render_passes_in_draw_order = render_passes_in_draw_order; |
| current_frame()->root_render_pass = root_render_pass; |
| current_frame()->root_damage_rect = root_render_pass->damage_rect; |
| current_frame()->root_damage_rect.Union( |
| overlay_processor_->GetAndResetOverlayDamage()); |
| current_frame()->root_damage_rect.Intersect(gfx::Rect(device_viewport_size)); |
| current_frame()->device_viewport_size = device_viewport_size; |
| |
| // Only reshape when we know we are going to draw. Otherwise, the reshape |
| // can leave the window at the wrong size if we never draw and the proper |
| // viewport size is never set. |
| bool frame_has_alpha = |
| current_frame()->root_render_pass->has_transparent_background; |
| bool use_stencil = overdraw_feedback_; |
| bool did_reshape = false; |
| if (device_viewport_size != reshape_surface_size_ || |
| device_scale_factor != reshape_device_scale_factor_ || |
| root_render_pass->color_space != reshape_device_color_space_ || |
| frame_has_alpha != reshape_has_alpha_ || |
| use_stencil != reshape_use_stencil_) { |
| reshape_surface_size_ = device_viewport_size; |
| reshape_device_scale_factor_ = device_scale_factor; |
| reshape_device_color_space_ = root_render_pass->color_space; |
| reshape_has_alpha_ = |
| current_frame()->root_render_pass->has_transparent_background; |
| reshape_use_stencil_ = overdraw_feedback_; |
| output_surface_->Reshape( |
| reshape_surface_size_, reshape_device_scale_factor_, |
| reshape_device_color_space_, reshape_has_alpha_, reshape_use_stencil_); |
| did_reshape = true; |
| } |
| |
| BeginDrawingFrame(); |
| |
| for (const auto& pass : *render_passes_in_draw_order) { |
| if (!pass->filters.IsEmpty()) |
| render_pass_filters_[pass->id] = &pass->filters; |
| if (!pass->backdrop_filters.IsEmpty()) |
| render_pass_backdrop_filters_[pass->id] = &pass->backdrop_filters; |
| } |
| |
| // Create the overlay candidate for the output surface, and mark it as |
| // always handled. |
| if (output_surface_->IsDisplayedAsOverlayPlane()) { |
| OverlayCandidate output_surface_plane; |
| output_surface_plane.display_rect = |
| gfx::RectF(device_viewport_size.width(), device_viewport_size.height()); |
| output_surface_plane.resource_size_in_pixels = device_viewport_size; |
| output_surface_plane.format = output_surface_->GetOverlayBufferFormat(); |
| output_surface_plane.use_output_surface_for_resource = true; |
| output_surface_plane.overlay_handled = true; |
| output_surface_plane.is_opaque = true; |
| current_frame()->overlay_list.push_back(output_surface_plane); |
| } |
| |
| // Attempt to replace some or all of the quads of the root render pass with |
| // overlays. |
| overlay_processor_->ProcessForOverlays( |
| resource_provider_, render_passes_in_draw_order, |
| output_surface_->color_matrix(), render_pass_filters_, |
| render_pass_backdrop_filters_, ¤t_frame()->overlay_list, |
| ¤t_frame()->ca_layer_overlay_list, |
| ¤t_frame()->dc_layer_overlay_list, |
| ¤t_frame()->root_damage_rect, |
| ¤t_frame()->root_content_bounds); |
| |
| // Draw all non-root render passes except for the root render pass. |
| for (const auto& pass : *render_passes_in_draw_order) { |
| if (pass.get() == root_render_pass) |
| break; |
| DrawRenderPassAndExecuteCopyRequests(pass.get()); |
| } |
| |
| bool was_using_dc_layers = using_dc_layers_; |
| if (!current_frame()->dc_layer_overlay_list.empty()) { |
| DCHECK(supports_dc_layers_); |
| using_dc_layers_ = true; |
| frames_since_using_dc_layers_ = 0; |
| } else if (++frames_since_using_dc_layers_ >= |
| kNumberOfFramesBeforeDisablingDCLayers) { |
| using_dc_layers_ = false; |
| } |
| if (supports_dc_layers_ && |
| (did_reshape || (was_using_dc_layers != using_dc_layers_))) { |
| // The entire surface has to be redrawn if it was reshaped or if switching |
| // from or to DirectComposition layers, because the previous contents are |
| // discarded and some contents would otherwise be undefined. |
| current_frame()->root_damage_rect = gfx::Rect(device_viewport_size); |
| } |
| |
| // We can skip all drawing if the damage rect is now empty. |
| bool skip_drawing_root_render_pass = |
| current_frame()->root_damage_rect.IsEmpty() && allow_empty_swap_; |
| |
| // If we have to draw but don't support partial swap, the whole output should |
| // be considered damaged. |
| if (!skip_drawing_root_render_pass && !use_partial_swap_) |
| current_frame()->root_damage_rect = gfx::Rect(device_viewport_size); |
| |
| if (!skip_drawing_root_render_pass) |
| DrawRenderPassAndExecuteCopyRequests(root_render_pass); |
| |
| // Use a fence to synchronize display of the overlays. Note that gpu_fence_id |
| // may have the special value 0 ("no fence") if fences are not supported. In |
| // that case synchronization will happen through other means on the service |
| // side. We are currently using the output surface fence for all the overlays, |
| // which is functionally correct due to the position of this fence in the |
| // command stream. |
| // TODO(afrantzis): Consider using per-overlay fences instead of the one |
| // associated with the output surface when possible. |
| if (!current_frame()->overlay_list.empty()) { |
| auto gpu_fence_id = output_surface_->UpdateGpuFence(); |
| for (auto& overlay : current_frame()->overlay_list) |
| overlay.gpu_fence_id = gpu_fence_id; |
| } |
| |
| FinishDrawingFrame(); |
| render_passes_in_draw_order->clear(); |
| render_pass_filters_.clear(); |
| render_pass_backdrop_filters_.clear(); |
| |
| current_frame_valid_ = false; |
| } |
| |
| gfx::Rect DirectRenderer::DeviceViewportRectInDrawSpace() const { |
| gfx::Rect device_viewport_rect(current_frame()->device_viewport_size); |
| device_viewport_rect -= current_viewport_rect_.OffsetFromOrigin(); |
| device_viewport_rect += current_draw_rect_.OffsetFromOrigin(); |
| return device_viewport_rect; |
| } |
| |
| gfx::Rect DirectRenderer::OutputSurfaceRectInDrawSpace() const { |
| if (current_frame()->current_render_pass == |
| current_frame()->root_render_pass) { |
| gfx::Rect output_surface_rect(current_frame()->device_viewport_size); |
| output_surface_rect -= current_viewport_rect_.OffsetFromOrigin(); |
| output_surface_rect += current_draw_rect_.OffsetFromOrigin(); |
| return output_surface_rect; |
| } else { |
| return current_frame()->current_render_pass->output_rect; |
| } |
| } |
| |
| bool DirectRenderer::ShouldSkipQuad(const DrawQuad& quad, |
| const gfx::Rect& render_pass_scissor) { |
| if (render_pass_scissor.IsEmpty()) |
| return true; |
| |
| gfx::Rect target_rect = cc::MathUtil::MapEnclosingClippedRect( |
| quad.shared_quad_state->quad_to_target_transform, quad.visible_rect); |
| if (quad.shared_quad_state->is_clipped) |
| target_rect.Intersect(quad.shared_quad_state->clip_rect); |
| |
| target_rect.Intersect(render_pass_scissor); |
| return target_rect.IsEmpty(); |
| } |
| |
| void DirectRenderer::SetScissorStateForQuad( |
| const DrawQuad& quad, |
| const gfx::Rect& render_pass_scissor, |
| bool use_render_pass_scissor) { |
| if (use_render_pass_scissor) { |
| gfx::Rect quad_scissor_rect = render_pass_scissor; |
| if (quad.shared_quad_state->is_clipped) |
| quad_scissor_rect.Intersect(quad.shared_quad_state->clip_rect); |
| SetScissorTestRectInDrawSpace(quad_scissor_rect); |
| return; |
| } else if (quad.shared_quad_state->is_clipped) { |
| SetScissorTestRectInDrawSpace(quad.shared_quad_state->clip_rect); |
| return; |
| } |
| |
| EnsureScissorTestDisabled(); |
| } |
| |
| void DirectRenderer::SetScissorTestRectInDrawSpace( |
| const gfx::Rect& draw_space_rect) { |
| gfx::Rect window_space_rect = MoveFromDrawToWindowSpace(draw_space_rect); |
| SetScissorTestRect(window_space_rect); |
| } |
| |
| void DirectRenderer::DoDrawPolygon(const DrawPolygon& poly, |
| const gfx::Rect& render_pass_scissor, |
| bool use_render_pass_scissor) { |
| SetScissorStateForQuad(*poly.original_ref(), render_pass_scissor, |
| use_render_pass_scissor); |
| |
| // If the poly has not been split, then it is just a normal DrawQuad, |
| // and we should save any extra processing that would have to be done. |
| if (!poly.is_split()) { |
| DoDrawQuad(poly.original_ref(), nullptr); |
| return; |
| } |
| |
| std::vector<gfx::QuadF> quads; |
| poly.ToQuads2D(&quads); |
| for (size_t i = 0; i < quads.size(); ++i) { |
| DoDrawQuad(poly.original_ref(), &quads[i]); |
| } |
| } |
| |
| const cc::FilterOperations* DirectRenderer::FiltersForPass( |
| RenderPassId render_pass_id) const { |
| auto it = render_pass_filters_.find(render_pass_id); |
| return it == render_pass_filters_.end() ? nullptr : it->second; |
| } |
| |
| const cc::FilterOperations* DirectRenderer::BackgroundFiltersForPass( |
| RenderPassId render_pass_id) const { |
| auto it = render_pass_backdrop_filters_.find(render_pass_id); |
| return it == render_pass_backdrop_filters_.end() ? nullptr : it->second; |
| } |
| |
| void DirectRenderer::FlushPolygons( |
| base::circular_deque<std::unique_ptr<DrawPolygon>>* poly_list, |
| const gfx::Rect& render_pass_scissor, |
| bool use_render_pass_scissor) { |
| if (poly_list->empty()) { |
| return; |
| } |
| |
| BspTree bsp_tree(poly_list); |
| BspWalkActionDrawPolygon action_handler(this, render_pass_scissor, |
| use_render_pass_scissor); |
| bsp_tree.TraverseWithActionHandler(&action_handler); |
| DCHECK(poly_list->empty()); |
| } |
| |
| void DirectRenderer::DrawRenderPassAndExecuteCopyRequests( |
| RenderPass* render_pass) { |
| if (render_pass_bypass_quads_.find(render_pass->id) != |
| render_pass_bypass_quads_.end()) { |
| return; |
| } |
| |
| // Repeated draw to simulate a slower device for the evaluation of performance |
| // improvements in UI effects. |
| for (int i = 0; i < settings_->slow_down_compositing_scale_factor; ++i) |
| DrawRenderPass(render_pass); |
| |
| bool first_request = true; |
| for (auto& copy_request : render_pass->copy_requests) { |
| // CopyDrawnRenderPass() can change the binding of the framebuffer target as |
| // a part of its usual scaling and readback operations. Therefore, make sure |
| // to restore the correct framebuffer between readbacks. (Even if it did |
| // not, a Mac-specific bug requires this workaround: http://crbug.com/99393) |
| if (!first_request) |
| UseRenderPass(render_pass); |
| CopyDrawnRenderPass(std::move(copy_request)); |
| first_request = false; |
| } |
| } |
| |
| void DirectRenderer::DrawRenderPass(const RenderPass* render_pass) { |
| TRACE_EVENT0("viz", "DirectRenderer::DrawRenderPass"); |
| if (CanSkipRenderPass(render_pass)) |
| return; |
| UseRenderPass(render_pass); |
| |
| // TODO(crbug.com/582554): This change applies only when Vulkan is enabled and |
| // it will be removed once SkiaRenderer has complete support for Vulkan. |
| if (current_frame()->current_render_pass != |
| current_frame()->root_render_pass && |
| !IsRenderPassResourceAllocated(render_pass->id)) |
| return; |
| |
| const gfx::Rect surface_rect_in_draw_space = OutputSurfaceRectInDrawSpace(); |
| gfx::Rect render_pass_scissor_in_draw_space = surface_rect_in_draw_space; |
| |
| if (current_frame()->current_render_pass == |
| current_frame()->root_render_pass) { |
| render_pass_scissor_in_draw_space.Intersect( |
| DeviceViewportRectInDrawSpace()); |
| } |
| |
| if (use_partial_swap_) { |
| render_pass_scissor_in_draw_space.Intersect( |
| ComputeScissorRectForRenderPass(current_frame()->current_render_pass)); |
| } |
| |
| bool is_root_render_pass = |
| current_frame()->current_render_pass == current_frame()->root_render_pass; |
| |
| bool render_pass_is_clipped = |
| !render_pass_scissor_in_draw_space.Contains(surface_rect_in_draw_space); |
| |
| // The SetDrawRectangleCHROMIUM spec requires that the scissor bit is always |
| // set on the root framebuffer or else the rendering may modify something |
| // outside the damage rectangle, even if the damage rectangle is the size of |
| // the full backbuffer. |
| bool render_pass_requires_scissor = |
| (supports_dc_layers_ && is_root_render_pass) || render_pass_is_clipped; |
| bool has_external_stencil_test = |
| is_root_render_pass && output_surface_->HasExternalStencilTest(); |
| bool should_clear_surface = |
| !has_external_stencil_test && |
| (!is_root_render_pass || settings_->should_clear_root_render_pass); |
| |
| // If |has_external_stencil_test| we can't discard or clear. Make sure we |
| // don't need to. |
| DCHECK(!has_external_stencil_test || |
| !current_frame()->current_render_pass->has_transparent_background); |
| |
| SurfaceInitializationMode mode; |
| if (should_clear_surface && render_pass_requires_scissor) { |
| mode = SURFACE_INITIALIZATION_MODE_SCISSORED_CLEAR; |
| } else if (should_clear_surface) { |
| mode = SURFACE_INITIALIZATION_MODE_FULL_SURFACE_CLEAR; |
| } else { |
| mode = SURFACE_INITIALIZATION_MODE_PRESERVE; |
| } |
| |
| PrepareSurfaceForPass( |
| mode, MoveFromDrawToWindowSpace(render_pass_scissor_in_draw_space)); |
| |
| const QuadList& quad_list = render_pass->quad_list; |
| base::circular_deque<std::unique_ptr<DrawPolygon>> poly_list; |
| |
| int next_polygon_id = 0; |
| int last_sorting_context_id = 0; |
| for (auto it = quad_list.BackToFrontBegin(); it != quad_list.BackToFrontEnd(); |
| ++it) { |
| const DrawQuad& quad = **it; |
| |
| if (render_pass_is_clipped && |
| ShouldSkipQuad(quad, render_pass_scissor_in_draw_space)) { |
| continue; |
| } |
| |
| if (last_sorting_context_id != quad.shared_quad_state->sorting_context_id) { |
| last_sorting_context_id = quad.shared_quad_state->sorting_context_id; |
| FlushPolygons(&poly_list, render_pass_scissor_in_draw_space, |
| render_pass_requires_scissor); |
| } |
| |
| // This layer is in a 3D sorting context so we add it to the list of |
| // polygons to go into the BSP tree. |
| if (quad.shared_quad_state->sorting_context_id != 0) { |
| // TODO(danakj): It's sad to do a malloc here to compare. Maybe construct |
| // this on the stack and move it into the list. |
| auto new_polygon = std::make_unique<DrawPolygon>( |
| *it, gfx::RectF(quad.visible_rect), |
| quad.shared_quad_state->quad_to_target_transform, next_polygon_id++); |
| if (new_polygon->points().size() > 2u) { |
| poly_list.push_back(std::move(new_polygon)); |
| } |
| continue; |
| } |
| |
| // We are not in a 3d sorting context, so we should draw the quad normally. |
| SetScissorStateForQuad(quad, render_pass_scissor_in_draw_space, |
| render_pass_requires_scissor); |
| |
| DoDrawQuad(&quad, nullptr); |
| } |
| FlushPolygons(&poly_list, render_pass_scissor_in_draw_space, |
| render_pass_requires_scissor); |
| FinishDrawingQuadList(); |
| |
| if (render_pass->generate_mipmap) |
| GenerateMipmap(); |
| } |
| |
| bool DirectRenderer::CanSkipRenderPass(const RenderPass* render_pass) const { |
| if (render_pass == current_frame()->root_render_pass) |
| return false; |
| |
| // TODO(crbug.com/783275): It's possible to skip a child RenderPass if damage |
| // does not overlap it, since that means nothing has changed: |
| // ComputeScissorRectForRenderPass(render_pass).IsEmpty() |
| // However that caused crashes where the RenderPass' texture was not present |
| // (never seen the RenderPass before, or the texture was deleted when not used |
| // for a frame). It could avoid skipping if there is no texture present, which |
| // is what was done for a while, but this seems to papering over a missing |
| // damage problem, or we're failing to understand the system wholey. |
| // If attempted again this should probably CHECK() that the texture exists, |
| // and attempt to figure out where the new RenderPass texture without damage |
| // is coming from. |
| |
| // If the RenderPass wants to be cached, then we only draw it if we need to. |
| // When damage is present, then we can't skip the RenderPass. Or if the |
| // texture does not exist (first frame, or was deleted) then we can't skip |
| // the RenderPass. |
| if (render_pass->cache_render_pass) { |
| if (render_pass->has_damage_from_contributing_content) |
| return false; |
| return IsRenderPassResourceAllocated(render_pass->id); |
| } |
| |
| return false; |
| } |
| |
| void DirectRenderer::UseRenderPass(const RenderPass* render_pass) { |
| current_frame()->current_render_pass = render_pass; |
| if (render_pass == current_frame()->root_render_pass) { |
| BindFramebufferToOutputSurface(); |
| |
| if (supports_dc_layers_) { |
| SetEnableDCLayers(using_dc_layers_); |
| output_surface_->SetDrawRectangle(current_frame()->root_damage_rect); |
| } |
| InitializeViewport(current_frame(), render_pass->output_rect, |
| gfx::Rect(current_frame()->device_viewport_size), |
| current_frame()->device_viewport_size); |
| return; |
| } |
| |
| gfx::Size enlarged_size = CalculateTextureSizeForRenderPass(render_pass); |
| enlarged_size.Enlarge(enlarge_pass_texture_amount_.width(), |
| enlarge_pass_texture_amount_.height()); |
| |
| AllocateRenderPassResourceIfNeeded( |
| render_pass->id, {enlarged_size, render_pass->generate_mipmap}); |
| |
| // TODO(crbug.com/582554): This change applies only when Vulkan is enabled and |
| // it will be removed once SkiaRenderer has complete support for Vulkan. |
| if (!IsRenderPassResourceAllocated(render_pass->id)) |
| return; |
| |
| BindFramebufferToTexture(render_pass->id); |
| InitializeViewport(current_frame(), render_pass->output_rect, |
| gfx::Rect(render_pass->output_rect.size()), |
| // If the render pass backing is cached, we might have |
| // bigger size comparing to the size that was generated. |
| GetRenderPassBackingPixelSize(render_pass->id)); |
| } |
| |
| gfx::Rect DirectRenderer::ComputeScissorRectForRenderPass( |
| const RenderPass* render_pass) const { |
| const RenderPass* root_render_pass = current_frame()->root_render_pass; |
| const gfx::Rect root_damage_rect = current_frame()->root_damage_rect; |
| |
| if (render_pass == root_render_pass) |
| return root_damage_rect; |
| |
| // If the root damage rect has been expanded due to overlays, all the other |
| // damage rect calculations are incorrect. |
| if (!root_render_pass->damage_rect.Contains(root_damage_rect)) |
| return render_pass->output_rect; |
| |
| DCHECK(render_pass->copy_requests.empty() || |
| (render_pass->damage_rect == render_pass->output_rect)); |
| return render_pass->damage_rect; |
| } |
| |
| gfx::Size DirectRenderer::CalculateTextureSizeForRenderPass( |
| const RenderPass* render_pass) { |
| // Round the size of the render pass backings to a multiple of 64 pixels. This |
| // reduces memory fragmentation. https://crbug.com/146070. This also allows |
| // backings to be more easily reused during a resize operation. |
| int width = render_pass->output_rect.width(); |
| int height = render_pass->output_rect.height(); |
| if (!settings_->dont_round_texture_sizes_for_pixel_tests) { |
| int multiple = 64; |
| width = cc::MathUtil::CheckedRoundUp(width, multiple); |
| height = cc::MathUtil::CheckedRoundUp(height, multiple); |
| } |
| return gfx::Size(width, height); |
| } |
| |
| void DirectRenderer::SetCurrentFrameForTesting(const DrawingFrame& frame) { |
| current_frame_valid_ = true; |
| current_frame_ = frame; |
| } |
| |
| bool DirectRenderer::HasAllocatedResourcesForTesting( |
| const RenderPassId& render_pass_id) const { |
| return IsRenderPassResourceAllocated(render_pass_id); |
| } |
| |
| } // namespace viz |